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-----------------------------------------------------------------------------Version 1.0 released on 18/12/2003 by Basil Brush.
-----------------------------------------------------------------------------Contents:
--------1. Introduction
2. Choosing starting abilities
3. Difficulty levels
4. Abilities
5. OS Upgrades
6. Weapons
7. Other items
8. Research
9. Enemies (and how best to kill them)
10. Replicator list
11. Tips
12. Walkthrough
13. Bragging
-----------------------------------------------------------------------------1) INTRODUCTION
--------------Welcome to my System Shock 2 guide. It's a fantastic game that hasn't really
received the credit it's due. It's not perfect, of course. Some think it's
too difficult, which it can be if you try to play it like a standard shoot
everything that moves fps. The weapon maintenance system can also be slightly
annoying - do pistols really break that quickly in real life? - but it's flaws
are minor and don't truly spoil the gameplay.
This guide contains a variety of information on the various skills, weapons,
items, and enemies in the game as well as a short walkthrough. Most of my
advice is skewed towards getting through the game on the Hard or Impossible
difficulty settings.
I have not felt it necessary to copy reams of text directly from the game. For
instance, you can find out exactly what each psi power does from your mfd, I'm
only going to give my opinion as to their usefulness. The walkthrough has been
kept to a minimum because I really don't like the describe every step in
triplicate kind.
Contact me on garkimasera@hotmail.com if you've got any extra info you think
would help. I'd especially like to know if I've missed any cybermodule
locations.
-----------------------------------------------------------------------------2) CHOOSING STARTING ABILITIES
-----------------------------MARINES: +1 standard
Year 1 - +2 endurance, strength or agility
Year 2 - +2 standard, or +1 heavy and +1 cyber (grenade launcher)
or +1 energy and +1 cyber (laser pistol)
Year 3 - +1 repair, modify or maintenance (maintenance tool)
I recommend +2 strength, +2 standard, +1 maintenance except on Impossible
where I'd take +2 endurance
--------------------------NAVY : +1 standard
Year 1 - +1 strength and either +1 hack, repair or modify
Year 2 - +2 standard, or +2 cyber or +1 maintenance
end/psi
5
6
21
42
25
42
30
42
63/17 -
Stats
Weapon
Psionics
16
13/4
4
8
27/6
11
20
41
69
11
20
50
69
41/11 69/16 104/27 -
Psi 6;
3
14
14
14
53/14
+3/+5
4
21
26
26
89/21
per end/psi
5
6
44
89
53
89
64
89
134/35 -
Each psi tier gets you some extra psi points: tier 1=2; 2=4; 3=6; 4=8; 5=10;
-----------------------------------------------------------------------------4) ABILITIES
-----------I'm not going to give a description, just my opinion on which ones you need.
Tech:
----Hack
- the most important tech skill. Useful throughout the game. Get it
to level 4.
Repair - the least important. There are enough auto-repair units for broken
replicators (and one lock).
Modify - level 1 so you can modify pistol, shotgun, grenade launcher but
no higher
Maintain - level 2 or 3 is necessary; many of the level 6 weapons need a
maintenance skill of 4
Research - level 1 is obligatory, but you don't need more unless you want to
use exotic weapons. The labtech implant gives you extra +1
research
Stats:
-----Strength - level 4 minimum
Endurance - on easy or norm you can get away with 2 or 3 or even less. On
impossible I'd say level 5 is what you need
Psi
- level 5 unless you plan to do without psi powers altogether
Agility - level 4 though you can get away with less if you don't mind
being a slug
Cyber
- level 4 (for hacking etc.)
Combat:
-------Standard
Energy
Heavy
Exotic
Level
Don't
Level
Don't
4 or 5
bother especially on hard or impossible
5 or 6 but only to make the grenade launcher more powerful
bother especially on hard or impossible
Psi Powers:
----------Tier 1 : Always
--------------Psycho-reflective screen
Neuro-reflex dampening
Kinetic redirection
Psychogenic agility
Psychogenic cyber affinity
Projected cryokinesis
Remote electron tampering
Tier 2 : Always
---------------
Anti-entropic field
- you just won't use it.
Adrenaline overproduction - good, but like so many of the psi powers you'll
not have it active when you need it.
Neural decontamination
- radiation is not that big of a threat
Cerebro-stimulated
- on easy and normal it's probably too weak. On
regeneration
impossible it works well. But you can probably
get by without it.
Psychogenic strength
- if you can afford it early when you're still
using the wrench a lot it's good, otherwise.
Recursive Psionic
- can be useful early on if your psi stat is low.
amplification
Localised pyrokinesis
- if you can let them get that close you can use
a melee weapon.
Tier 3 : Always
--------------Molecular duplication
Electron cascade
Energy reflection
Neural toxin blocker
Enhanced motion
sensitivity
Projected pyrokinesis
Psionic hypnogenesis
Tier 4 : Always
--------------Photonic redirection
Remote pattern detection
Electron suppression
Psychogenic endurance
Molecular transmutation
Cerebro energetic
extension
Remote circuitry
manipulation
Advanced c-s regeneration - powerful, but like so many of the fifth tier
powers when you can afford it you don't need it,
and when you could use it you can't afford it.
Soma transference
- see above
Instantaneous quantum
- has, as far as I can see, one purpose: to let
relocation
you kill yourself on the tram track. Perhaps you
can use it to get out of cargo bay A on deck 6
without losing the 10 modules. I don't know.
(Now I know, and you can avoid losing the 10
modules though it's hardly a bargain)
Imposed neural
- same as regeneration and soma transference.
restructuring
Metacreative barrier
- the description sounds good, the reality is
somewhat disappointing. You could block a passage
with it, I suppose.
External psionic
- another power whose practical use escapes me.
detonation
Psycho-reflective aura
- the best power but still too expensive on
impossible for the benefit gained.
Here are my recommended minimum upgrades on Impossible
Tech
Stats
Combat
Psi
-----------------------------------------------------------------------------Hack
4 Strength 4 Standard 4 Tier 1 Agility & Cyber
Repair 0 Endurance 5 Energy 0 Tier 2 Regeneration & Strength
Modify 1 Psi
5 Heavy
4 Tier 3 Electron Cascade & Duplication
Maintain 2 Agility
4 Exotic 0 Tier 4 Photon Redirection & Endurance
Research 1 Cyber
4
Total cost in cybermodules is 882, assuming you bought them all,
than are actually available in the game. Your starting abilities
80-100 modules so you could get Heavy to 5 and maybe maintain to
On easier settings you can boost heavy to max, maintain to 4 and
max whilst dropping endurance a point or two.
Hack 4 allows you to hack crates, replicators
in the game that need hack 6: 3 high security
ice-picks if you really have to - only one of
quarters) is truly worth opening. At hack 4 ,
psychogenic cyber affinity you should be able
a better than 50% chance.
which is more
are worth
3.
strength to
Modify 1 allows you to have the weapons of choice at full power earlier in the
game. Save the French-Epstein device from deck 1 until you get the grenade
launcher on deck 3. This makes the next few decks much easier.
Maintain 2 is the minimum for the grenade launcher and you can get through the
whole game with this especially if you're prepared to break a few pistols in
the early stages (The first pistol mod is really cheap).
Research 1 is all you need. To use the worm launcher requires research 5 and
exotic 6, that's 400 modules on impossible, nearly half the total. The exotic
implants are only marginally useful and the worm skin is not much better.
Strength 4 is more for inventory space than anything else. With the brawnboost
implant you'll have just enough. Use the powered armour.
Endurance 5 is 22HP on impossible. OS upgrade Tank, the endurboost implant
and psychogenic endurance will take this to 36.
Wrench - the basic melee weapon and, despite the greater power of the other
melee weapons, the only one you need.
Pistol - Second best ranged weapon. The three different ammo types means it's
effective against everything, easy to modify and maintain, loads of
ammo lying around for it. It's secondary fire mode is also the only
one that's ever worth using (apart from the exotics obviously).
Shotgun - It's more powerful than the pistol using standard bullets but
otherwise not, and the pellet ammo has to be used at such close
range you might as well use a melee weapon.
Assault - It's stronger than the pistol, but at standard 6 and the fact that
rifle
you can't modify it with level 1 mod skill and that it also needs a
maintenance skill of 4 make it too expensive on Hard or Impossible.
Laser - Okay against droids, turrets and bots; rubbish against flesh. It
pistol
needs no ammo and never seems to break, but you're still better off
without it.
Laser - Like all the energy weapons it's good versus mechanical and not so
rapier
good versus the rest.
EMP rifle - A better version of the laser pistol with the same positives but
the same overriding negatives, and maintain 6 would be ridiculous
Crystal
shard
Viral
- The human setting is more dangerous to you than anything
proliferator else and though the annelid setting is quite powerful, it
certainly isn't better than the grenade launcher. It requires
maintain 4 and degrades extremely quickly.
Worm
launcher
- +50 defence. The best armour but can be irritating if you don't
have electron cascade. So get it.
Worm skin
Wormmind
implant
Wormblood - allows you to heal at worm piles. As you already have somewhere
implant
between 2 and 6 ways to heal yourself (med hypos, medkits,
surgical units, healing glands, regeneration, advanced regen)
this is not really that useful.
Wormheart - prevents toxin damage (until you remove it) and regenerates one
implant
HP every thirty seconds. The regen is too slow to be much use
and toxin damage is fairly rare and can be healed on the fly
with anti-toxin hypos which you'll still have to carry for
when you remove the implant.
Annelid healing - always use these before med hypos and medkits. You seem
gland
to find fewer on the harder difficulty settings.
Annelid psi
organ
Monkeys - two kinds: the bad monkey who has cryokinesis and the evil monkey
with pyrokinesis. Dodge the bolt if necessary, get in close, crouch
and whack them, or splat them with the shotgun, or shoot them with a
couple of standard bullets, but I abjure thee never, ever spank
them. Spanking the monkey can lead to embarrassing parent/child
husband/wife interface opportunities. Believe me, I know.
Cyborg Midwife - part human, part machine and fires a green laser.
Either a couple of AP bullets or move in close so she won't
fire her laser and beat her to death with the wrench.
Lovely, or should that be ughhh.
Eggs - check them for goodies and then blast them with the shotgun or a
standard bullet. Use the wrench if you don't mind risking them 'going
off'.
Worm - the wrench or a bullet.
Swarm - annoying insect swarm. Run till they drop.
Cyborg Assassins - two kinds: black and red; both move and shoot fast. On easy
they're a joke, on impossible they're deadly.
An emp or frag grenade should be enough. Otherwise use AP
bullets. Always try to get the drop on them if possible.
Arachnids - three kinds: small, big and semi-visible. They're all annelid,
and they can all poison you.
The babies can be killed with a shotgun slug or simply whacked.
The parents require a frag or incendiary grenade. A few
anti-personnel bullets also works quite well.
Rumbler - big, mean and difficult to outrun. Classed by the game as a human
hybrid.
An incendiary grenade followed by an anti-personnel bullet is the
best method. Followed by 2 frag grenades, or as many anti-personnel
bullets as it takes. Projected pyrokinesis should also be reasonably
effective.
Psi Reaver - nasty flying thing that reappears far too quickly and shoots
energy balls at you. Also a defenceless icky lump that
controls it.
Take out the flying part with an incendiary grenade or
anti-personnel bullets and the icky lump with the wrench.
Protocol Droid - annoying, exploding, pain in the arse. An AP bullet or two
should do it.
Turrets - several kinds, but all handled the same way. If security is off-line
either hack them or hit them with the wrench and finish them at a
safe distance with a bullet. Otherwise use an emp or frag grenade.
Bots - several kinds, but all handled the same way. An emp grenade or AP
bullets. If you really want you can melee them and just use a bullet
to finish them off, but this is not so easy on impossible.
-----------------------------------------------------------------------------10) REPLICATORS
--------------Deck 1 - Engineering
-------------------Near Elevator: Soda / Fragmentation Grenade Clip / Psi Hypo / Med Hypo
Hack: Soda --> 6 AP Bullets
Engine Core : Cigs / 6 Standard Bullets / Anti Toxin Hypo / Psi Hypo
Hack: Cigs --> Proximity Grenade Clip
Cargo Bay 1A : Soda / Maintenance Tool / 6 Rifled Slugs / Strength Booster
Hack: Soda --> 6 Anti-Personnel Shotgun Shells
Cargo Bay 2A : Cigs / Battery / 6 Standard Bullets / Anti-rad Hypo
(Broken)
Hack: Cigs --> V1 Repair Soft
-----------------------------------------------------------------------------Deck 2 - Med/Sci
---------------Science Area : Chips / Med Hypo / 6 Standard Bullets / 12 Standard Bullets
Hack: Chips --> Maintenance Tool
Near R&D
: Chips / Anti-rad Hypo / 6 Standard Bullets / Anti Toxin Hypo
Hack: Chips --> Psi Hypo
Crew Lounge : Juice / Maintenance Tool / V1 Hack Soft / Anti-rad Hypo
Hack: Juice --> Anti Toxin Hypo
Crew Quarters: Cigs / Fragmentation Grenade Clip / Psi Hypo / 6 Rifled Slugs
Hack: Cigs --> V1 Research Soft
-----------------------------------------------------------------------------Deck 3 - Hydroponics
-------------------Biosurvey
: Vodka / Med Hypo / 6 Rifled Slugs / V1 Repair Soft
Hack: Vodka --> V2 Repair Soft
Hydroponics A: Cigs / Anti Toxin Hypo / 6 Standard Bullets / V1 Modify Soft
(Broken)
Hack: Cigs --> Medical Kit
Hydroponics A: Mug / Anti Toxin Hypo / Psi Hypo / Battery
Hack: Mug --> 6 Standard Bullets
Hydroponics D: Cigs / Fragmentation Grenade Clip / Maintenance Tool / Psi Hypo
Hack: Cigs --> Incendiary Grenade Clip
-----------------------------------------------------------------------------Deck 4 - Operations
------------------Crew Quarters: Cigs / 6 AP Bullets / Frag Grenade Clip / 6 Standard Bullets
(Broken)
Hack: Cigs --> EMP Grenade Clip
Mess Hall
: Mug / Psi Hypo / Strength Booster / Med hypo
(outside)
Hack: Mug --> Medical Kit
Mess hall
: Vodka / Maint. Tool / 6 Anti-Pers. Shotgun / Prox. Grenade Clip
(inside)
Hack: Mug --> V2 Repair Soft
Near Barracks: Cigs / Juice / 6 Rifled Slugs / Psi Hypo
Hack: Cigs --> 6 anti-personnel Bullets; Juice --> Recycler
-----------------------------------------------------------------------------Deck 5 - Recreation
------------------Nr. Athletics: Soda / 6 anti-personnel Bullets / Anti Toxin Hypo / 10 Prisms
Hack: Soda --> 6 Rifled Slugs
Bon Chance : Chips / 6 AP Bullets / Anti Toxin Hypo / Psi hypo
(Broken)
Hack: Chips --> Incendiary Grenade Clip
Cinema
: Chips / Cigs / Soda
Hack: No change
Love Area
: Nikki / Candy / Sven / Lance
Hack: No change
Galleria 1 : Cigs / Frag Grenade Clip / Med Hypo / Psi Hypo
Hack: Cigs --> Medical Kit
Galleria 2 : Soda / Maintenance Tool / 10 Prisms / Anti Toxin Hypo
Hack: Soda --> Recycler
-----------------------------------------------------------------------------Deck 6 - Command
----------------
Near Tram
in one shot.
Deal with the spider trap by running back to the ladders and taking them out
from the top. (I always use up any proximity grenades I might have picked up)
Get the recycler from the replicator opposite the armoury.
Deck 5:
------Do the mall section first - the sooner to get the third OS upgrade.
Buy only the 'nikki' card in the cybersex area, the others aren't worth it.
Get some Mo from the chemical storage because you'll probably need it for
a rumbler organ shortly.
Deck 6:
------If you haven't got molecular duplication then the replicator near the shuttle
bays is your last chance to buy frag and incendiary grenades.
Deck 7:
------The broken replicator on the bridge is your last chance to buy maintenance
tools, should you need any.
Enemies on the bridge respawn fairly quickly. Hacking the turrets can keep
them occupied while you finish your business.
Deck 8:
------Use photonic redirection to approach and then kill the 'brain' of the psi
reaver before destroying the projection.
Get an anti-rad hypo from the bodies in the first section and duplicate it.
Five or six should be sufficient even on impossible.
Deck 9:
------Just head straight for the end - you should have more than enough ammo and
healing not to have scrounge around.
-----------------------------------------------------------------------------12) WALKTHROUGH
--------------Deck 2 - Med/Sci
---------------Get the wrench from the body and whack the debris blocking the ladder. Pick up
the keycard to open the locked door then get the log from the body to discover
the door code (45100). Follow the path, drop into the room, pick up the spent
power cell, recharge it, insert it and enter cryo recovery facility.(There's a
locked door down here that you can hack, but if you can't the door code is as
low as you can go.)
Find the science sector access card and open the door.
Go to the main elevator to receive a clear explanation of what you must do.
Head to the door to the Med sector, pick up the spent power cell, run to the
charger, recharge it return to the door and enter the Med sector.
Find the body (left, right, smash window, jump through, down ladder) with the
crew quarters access card and backtrack to the crew quarters door.
Run down to the crew lounge - there's a replicator with Version 1 Hacking
Soft here, which can be useful on the harder difficulty settings - and get
your first OS upgrade. The locked security room here can be opened with a
code found in a log on deck 4 (98383). Carry on down to the last room on the
right and get the R&D access card from the desk. Head back to the door and go
back to the science sector.
Open the R&D door, find Watt's, get the two logs, one of them has the
maintenance door code (12451). Drop down into deck 1.
Deck 2 Cybermodules
------------------4 - Reaching Cryo-recovery A
4 - Body in Cryo-recovery A
4 - Entering Science Sector
2 - Body near recharger
4 - Inserting power cell to open door to Med Sector
2 - Body in primate research area
2 - Body in radiation lab
5 - Retrieving R&D access card
4 - Body in crew quarters - at the very end up a ladder and jump
4 - Entering R&D sector
6 - Getting log with maintenance door code from Watts
------------------Total : 46
------------------Deck 1 - Engineering
-------------------Head left from the start to find the sealed door to the Engine Core, and to
receive a communication which explains what you must now do. Run back through
the coolant tubes until you reach the main elevator. Carry on and you'll enter
a long passageway with too many doors. When you get to the place with the
gravlifts, go up. You'll find the locked door to fluidics control (15061) and
a log telling you where the woman with the code is hiding. Go down and head to
command control.
After the cutscene carry straight on till you get to the room with 4 doors and
a security camera. Turn left and enter cargo bay 1A - find the corpse with the
cargo bay 2A access card. Go to cargo bay 2 and find the body with the log
containing the code to fluidics control. Return there and discover that Xerxes
has overridden the control. Read the log on the body and head to auxiliary
storage 5 (34760). Get part 45m/dEx and return to command control, between the
two cargo bays. Insert part in 45m/dEx in the override slot and go back to
fluidics. Use the control to clear the radiation. The engine core is now
accessible so head straight there.
Go into both engine nacelle control rooms and start them up. Then take the
lift up to main engine control and fire it up. Main power is back online and
the main elevator now works. Return there and go to deck 3.
Deck 1 Cybermodules
------------------2 - Body in coolant tubes near door to engine core
2 - Body in the area near the elevator with a security panel
2 - Security Station locker
3 - Cargo bay 1A 3rd level near security crate
Enter the crew quarters area. Go up to the second level. On the north
corridor, the rightmost room has the fourth picture (6]). The middle room
has a body with the athletics sector card. Return to the athletics sector.
Enter the basketball court, go through the access tunnel to the pool and
find the slot to put the power cell in. Back to the court, take the lift to
the upper level, enter the code in the transmitter [14106]. Go to the
primary lift in the centre of the crew quarters area and up to deck 6.
Deck 5 Cybermodules
------------------Mall area:
5 - body in cinema
4 - body in casino
6 - body near revive chamber
10 - 'Nikki' room
4 - body in galleria surrounded by eggs
4 - body in toilet
Garden area:
5 - body in security station
2 - body in Bon Chance lounge
5 - desk in maintenance access area (behind broken door)
3 - body through maintenance hatch
3 - body in area opposite chemical storage
6 - body in mess hall
8 - body in dining hall
4 - body in locked room below garden
20 - getting the crew access card
Crew quarters area:
10 - body in locked room on second level
10 - getting athletics sector card
3 - body on second level
Athletics area:
10 - entering athletics area
20 - transmitting code
------------------Total : 142 (473)
------------------Deck 6 - Command
---------------Head straight for the tram. Get on, go past the first stop. Get off and
head to the bulkhead.
Take the small lift to the first level and walk round to the officers
lounge. Go up to the officers quarters. Find the log with the security
station code (83273) then enter the security station and get the shuttle
bay access card.
Return to the officers lounge and take the path behind it to the escape
capsules. At the leftmost one you'll find the bridge access card.
Head to the bridge door, go up, round, up again to the second level,
smash the glass and get the ops override access card.
Return to deck 4. Go through bulkhead 43 to the ops override room and
activate the panel. The go to deck 1 engine core, enter the code 94834
and use the engineering override panel.
Zoom back to deck 6, head round to the shuttle bays. Destroy both
shuttles (you'll have to be able to hack a replicator). Go back to the
bridge, kill the psi reaver, and then return to the umbilical which is
now accessible. Leave the Von Braun.
Deck 6 Cybermodules
------------------7 - waste barrel near upgrade units
3 - waste bin between replicators near tram start
4 - body upper level at first tram stop
6 - behind girders near bulkhead to bridge sector
5 - on desk just after bulkhead in bridge sector
8 - body in bathrooms near officers' quarters
6 - in locker in room in officers' quarters
20 - Getting Myers log with security station code
6 - on pipes behind officers lounge (above pool)
7 - near escape pods (nearest to upgrade unit)
20 - using bridge access card
8 - bridge - by turret on the lower level
20 - getting ops override card from bridge
20 - destroying first shuttle
30 - reaching umbilical to Rickenbacker
(+10 - body in cargo bay A)
(-10 - leaving cargo bay A)
------------------Total : 170 (643)
------------------Deck 7 - Rickenbacker
--------------------Head straight up the long ladder. Destroy the first red and black egg
opposite. Go up the ladder behind up. Raise the obstruction.
Follow the path round until you come to the hull breach. Go in the
small office and extend the struts. Go back to the ramp by the security
crate and follow the path to the room on the other side of the breach.
Extend another strut. Head back through the pipes and drop into the section
with two bodies. Go to the extended strut and hop across to the now
accessible room. Get the Rickenbacker access card. Jump back and go up
the long broken ladder. Destroy the egg at the top - should be the sixth.
Go through the door and turn left. Make your way to nacelle B. The two eggs
at the entrance are numbers 11 and 12. Enter nacelle B and follow the path
round to the gravitonic generator. Switch it off. Also destroy the 13th egg
while you're here.
Return to the door where you used the access card and take the other fork.
Keep on going until you're in large area with a replicator. Kill egg no. 15
then enter the far end. Operate the buttons on the control panel. Far left,
next left, and far right should be pressed twice to raise the torpedoes fully.
Third left should be pressed once. Climb on the lower torpedo and head round
to the ladder. From here simply advance to the end and kill the last egg.
Take the lift to the next section. Go straight through until you find Diego's
body. Take his quarter's access card. Go up to the bridge. Take the shuttle
(Don't forget the last OS upgrade).
Deck 7 Cybermodules
------------------2 - destroying the first egg
15 - lifting the blockage just after the first egg
6 - killing the sixth egg
8 - killing the eleventh egg
Use the grenade launcher with emp grenades on Shodan's physical form.
When the shield is down, finish the job.
Deck 9 Cybermodules
------------------None
------------------Total : 0 (870)
-----------------------------------------------------------------------------------------------13) BRAGGING
-----------My best times without any saves, apart from the autosave, and a last one
just before the final confrontation (to see how long it took).
Easy - 3:54:24
Impossible - 5:28:35
Beat that, you walkthrough reading swine.
Try this for a challenge:
Marine: No psi or tech skills allowed except for maintain (any level) and
research 1 (because the game demands it).
Navy : a) No psi or weapon skills apart from standard.
b) No psi, only allowed one level in each of standard, heavy, energy
and exotic
OSA